At the end of last session, we left our heroes resting in the ruins of Fangwood keep after having escaped from the strange demi-plane that had held them hostage for over a week. While they rested, a strange traveller arrived at the ruin. Introducing himself as Skink, he asked to travel with the party to Dekspoint.
While he was not forthcoming about the reasons for his journey, the party decided to trust him and so, thus bolstered, they set out northward.
The journey was largely uneventful, except for the fourth day when the party discovered an ancient set of standing stones at the very fringe of the Loftwood. A strange stone seemed to rest in the centre of the ring. When the party investigated, the stone began to move. Ulmo quickly identified the creature as a gray render – an immensely strong and savage predator that only attacks when hungry. Ulmo also knew that although rather stupid, they occasionally form strong bonds with other creatures. Now the gray render had moved, the party could make out the broken and crushed form of a human woman in the circle. A ring glittered tantalisingly on her left hand and the perceptive Krorz also noticed what looked like a wand sticking out of a belt pouch. Craving the treasure, but keen not to fight such a strong and savage beast, Krorz bravely approached and – as the only member of the party who spoke Giant –conversed with the beast. It transpired the beast – Skinner– was the friend of the mage who had died in the circle, crushed by an assassin vine. Krorz offered to bury the body and Skinner agreed. (Cleverly while they buried the body, Krorz swiftly pilfered the corpse).
Afterwards, the party accompanied Skinner back to the wizard’s home, but subsequently resumed their journey after they discovered no more treasure in the small cottage.
The rest of their journey was without incident and after paying the gate toll, they finally entered Dekspoint.
Taking rooms at the finest inn in the town – the Shrieking Sailor – the party rested and over the next week sold off the proceeds of their recent adventures and purchased new equipment. They also spent a lot of time wandering the town getting a feel for the place. Krorz discovered the only person likely to be able to restore his lost abilities was Sost, the high priest of the dragon cult in the town. In the inn where they stayed, they also met a forlorn knight sent here by the much reviled Sir Valjio to slay the dragon. The party quickly agreed the knight was clearly doomed.
In the meanwhile Gerald visited a slaver in the town and purchased six human slaves in a bid to garner intelligence about the pirates and the dragon allegedly assisting them. He learned much from his slaves (who he promptly freed). Three pirates ruled the town, but their joint rule was not an easy one – each always seeking advantage over his or her fellows. They also discovered that the only person in the town who could speak with the dragon was Sost, the aforementioned high priest. Finally, and sadly for Krorz, a blue dragon ridden by an orc, had also been seen over the town.
With this information in hand, the party pondered what to do next…
One thought on “Borderland of Adventure #69: To Dekspoint!”
Reminds me of a civilized Scrape.